Files
Microtransactions64/src/engine/graph_node.h
Lilaa3 16e55ad952 Culling improvements + GRAPH_RENDER_INVISIBLE check change (#590)
* Culling improvements + earlier GRAPH_RENDER_INVISIBLE check

GRAPH_RENDER_INVISIBLE is now checked during geo_process_object before any uncessesary transformation is applied to
the object, translation is still calculated for sound even if the object is invisible.
Half fov is now computed during geo_process_perspective.
Vertical culling has been added (only when bellow the screen to prevent shadow´s being culled).
Emulators have basically infinite culling aspect ratio to prevent early culling with widescreen viewport hacks.
Default culling radius is now a define.
This was written by both me and Kaze Emanuar, he provided the suggestion to use absf and informed me of
integer division being remarkably slow (although it´s only used once during geo_process_perspective).

* Badly placed new line (major fix)

* integer

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* parenthesis

doesn´t affect order of operation, just for code quality

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* uncessary whitespace

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

---------

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
2023-06-23 10:06:24 -05:00

421 lines
19 KiB
C

#ifndef GRAPH_NODE_H
#define GRAPH_NODE_H
#include <PR/ultratypes.h>
#include <PR/gbi.h>
#include "types.h"
#include "sm64.h"
#include "geo_commands.h"
#include "game/memory.h"
// UCode indices for listHeads & listTails
enum GraphNodeUCodes {
GRAPH_NODE_UCODE_DEFAULT,
#ifdef OBJECTS_REJ
GRAPH_NODE_UCODE_REJ,
#endif
GRAPH_NODE_NUM_UCODES,
};
enum GraphRenderFlags {
GRAPH_RENDER_ACTIVE = (1 << 0), // 0x0001
GRAPH_RENDER_CHILDREN_FIRST = (1 << 1), // 0x0002
GRAPH_RENDER_BILLBOARD = (1 << 2), // 0x0004
GRAPH_RENDER_Z_BUFFER = (1 << 3), // 0x0008
GRAPH_RENDER_INVISIBLE = (1 << 4), // 0x0010
GRAPH_RENDER_HAS_ANIMATION = (1 << 5), // 0x0020
GRAPH_RENDER_SILHOUETTE = (1 << 6), // 0x0040
GRAPH_RENDER_OCCLUDE_SILHOUETTE = (1 << 7), // 0x0080
};
/**
* The amount of bits to use for the above flags out of an s16 variable.
* The remaining bits to the left are used for the render layers.
* The vanilla value is 8, allowing for 8 flags and 255 layers.
*/
#define GRAPH_RENDER_FLAGS_SIZE 8
// 0xFF00 when GRAPH_RENDER_FLAGS_SIZE is 8
#define GRAPH_RENDER_LAYERS_MASK (BITMASK(16 - GRAPH_RENDER_FLAGS_SIZE) << GRAPH_RENDER_FLAGS_SIZE)
// 0x00FF when GRAPH_RENDER_FLAGS_SIZE is 8
#define GRAPH_RENDER_FLAGS_MASK BITMASK(GRAPH_RENDER_FLAGS_SIZE)
#if GRAPH_RENDER_FLAGS_SIZE == 8
// Optimize the vanilla values
#define SET_GRAPH_NODE_LAYER(flags, layer) ((flags) = ((flags) & GRAPH_RENDER_FLAGS_MASK) | ((layer) << GRAPH_RENDER_FLAGS_SIZE))
#define GET_GRAPH_NODE_LAYER(flags) (flags >> GRAPH_RENDER_FLAGS_SIZE)
#else
#define SET_GRAPH_NODE_LAYER(flags, layer) ((flags) = ((flags) & GRAPH_RENDER_FLAGS_MASK) | (((layer) << GRAPH_RENDER_FLAGS_SIZE) & GRAPH_RENDER_LAYERS_MASK))
#define GET_GRAPH_NODE_LAYER(flags) ((flags & GRAPH_RENDER_LAYERS_MASK) >> GRAPH_RENDER_FLAGS_SIZE)
#endif
// The discriminant for different types of geo nodes
enum GraphNodeTypes {
GRAPH_NODE_TYPE_ORTHO_PROJECTION,
GRAPH_NODE_TYPE_PERSPECTIVE,
GRAPH_NODE_TYPE_MASTER_LIST,
GRAPH_NODE_TYPE_LEVEL_OF_DETAIL,
GRAPH_NODE_TYPE_SWITCH_CASE,
GRAPH_NODE_TYPE_CAMERA,
GRAPH_NODE_TYPE_TRANSLATION_ROTATION,
GRAPH_NODE_TYPE_TRANSLATION,
GRAPH_NODE_TYPE_ROTATION,
GRAPH_NODE_TYPE_OBJECT,
GRAPH_NODE_TYPE_ANIMATED_PART,
GRAPH_NODE_TYPE_BILLBOARD,
GRAPH_NODE_TYPE_DISPLAY_LIST,
GRAPH_NODE_TYPE_SCALE,
GRAPH_NODE_TYPE_SHADOW,
GRAPH_NODE_TYPE_OBJECT_PARENT,
GRAPH_NODE_TYPE_GENERATED_LIST,
GRAPH_NODE_TYPE_BACKGROUND,
GRAPH_NODE_TYPE_HELD_OBJ,
GRAPH_NODE_TYPE_CULLING_RADIUS,
GRAPH_NODE_TYPE_ROOT,
GRAPH_NODE_TYPE_START,
};
// Passed as first argument to a GraphNodeFunc to give information about in
// which context it was called and what it is expected to do.
enum GeoContext {
GEO_CONTEXT_CREATE, // called when node is created from a geo command
GEO_CONTEXT_RENDER, // called from rendering_graph_node.c
GEO_CONTEXT_AREA_UNLOAD, // called when unloading an area
GEO_CONTEXT_AREA_LOAD, // called when loading an area
GEO_CONTEXT_AREA_INIT, // called when initializing the 8 areas
GEO_CONTEXT_HELD_OBJ // called when processing a GraphNodeHeldObj
};
// The signature for a function stored in a geo node
// The context argument depends on the callContext:
// - for GEO_CONTEXT_CREATE it is the AllocOnlyPool from which the node was allocated
// - for GEO_CONTEXT_RENDER or GEO_CONTEXT_HELD_OBJ it is the top of the float matrix stack with type Mat4
// - for GEO_CONTEXT_AREA_* it is the root geo node
typedef Gfx *(*GraphNodeFunc)(s32 callContext, struct GraphNode *node, void *context);
/** An extension of a graph node that includes a function pointer.
* Many graph node types have an update function that gets called
* when they are processed.
*/
struct FnGraphNode {
/*0x00*/ struct GraphNode node;
/*0x14*/ GraphNodeFunc func;
};
/** The very root of the geo tree. Specifies the viewport.
*/
struct GraphNodeRoot {
/*0x00*/ struct GraphNode node;
/*0x14*/ u8 areaIndex;
/*0x15*/ s8 unk15; // ?
/*0x16*/ s16 x;
/*0x18*/ s16 y;
/*0x1A*/ s16 width; // half width, 160
/*0x1C*/ s16 height; // half height
/*0x1E*/ s16 numViews; // number of entries in mystery array
/*0x20*/ struct GraphNode **views;
};
/** A node that sets up an orthographic projection based on the global
* root node. Used to draw the skybox image.
*/
struct GraphNodeOrthoProjection {
/*0x00*/ struct GraphNode node;
/*0x14*/ f32 scale;
};
/** A node that sets up a perspective projection. Used for drawing the
* game world. It does not set up the camera position, that is done by
* the child of this node, which has type GraphNodeCamera.
*/
struct GraphNodePerspective {
/*0x00*/ struct FnGraphNode fnNode;
/*0x18*/ f32 fov; // horizontal field of view in degrees
/*0x1C*/ u16 near; // near clipping plane
/*0x1E*/ u16 far; // far clipping plane
/*0x20*/ f32 halfFovHorizontal;
#ifdef VERTICAL_CULLING
/*0x24*/ f32 halfFovVertical;
#endif
};
/** An entry in the master list. It is a linked list of display lists
* carrying a transformation matrix.
*/
struct DisplayListNode {
Mtx *transform;
void *displayList;
struct DisplayListNode *next;
};
/** GraphNode that manages the 8 top-level display lists that will be drawn
* Each list has its own render mode, so for example water is drawn in a
* different master list than opaque objects.
* It also sets the z-buffer on before rendering and off after.
*/
struct GraphNodeMasterList {
/*0x00*/ struct GraphNode node;
/*0x14*/ struct DisplayListNode *listHeads[GRAPH_NODE_NUM_UCODES][LAYER_COUNT];
/*0x34*/ struct DisplayListNode *listTails[GRAPH_NODE_NUM_UCODES][LAYER_COUNT];
};
/** Simply used as a parent to group multiple children.
* Does not have any additional functionality.
*/
struct GraphNodeStart {
/*0x00*/ struct GraphNode node;
};
/** GraphNode that only renders its children if the current transformation matrix
* has a z-translation (in camera space) greater than minDistance and less than
* maxDistance.
* Usage examples: Mario has three level's of detail: Normal, low-poly arms only, and fully low-poly
* The tower in Whomp's fortress has two levels of detail.
*/
struct GraphNodeLevelOfDetail {
/*0x00*/ struct GraphNode node;
/*0x14*/ s16 minDistance;
/*0x16*/ s16 maxDistance;
};
/** GraphNode that renders exactly one of its children.
* Which one is rendered is determined by the field 'selectedCase'
* which is set in the node's function.
* Usage examples: room visibility, coin animation, blinking, Mario's power-up / hand pose / cap
*/
struct GraphNodeSwitchCase {
/*0x00*/ struct FnGraphNode fnNode;
/*0x18*/ s32 unused;
/*0x1C*/ s16 numCases;
/*0x1E*/ s16 selectedCase;
};
/**
* GraphNode that specifies the location and aim of the camera.
* When the roll is 0, the up vector is (0, 1, 0).
*/
struct GraphNodeCamera {
/*0x00*/ struct FnGraphNode fnNode;
/*0x18*/ union {
// When the node is created, a mode is assigned to the node.
// Later in geo_camera_main a Camera is allocated,
// the mode is passed to the struct, and the field is overridden
// by a pointer to the struct. Gotta save those 4 bytes.
s32 mode;
struct Camera *camera;
} config;
/*0x1C*/ Vec3f pos;
/*0x28*/ Vec3f focus;
/*0x34*/ Mat4 *matrixPtr; // pointer to look-at matrix of this camera as a Mat4
/*0x38*/ s16 roll; // roll in look at matrix. Doesn't account for light direction unlike rollScreen.
/*0x3A*/ s16 rollScreen; // rolls screen while keeping the light direction consistent
};
/** GraphNode that translates and rotates its children.
* Usage example: wing cap wings.
* There is a dprint function that sets the translation and rotation values
* based on the ENEMYINFO array.
* The display list can be null, in which case it won't draw anything itself.
*/
struct GraphNodeTranslationRotation {
/*0x00*/ struct GraphNode node;
/*0x14*/ void *displayList;
/*0x18*/ Vec3s translation;
/*0x1E*/ Vec3s rotation;
};
/** GraphNode that translates itself and its children.
* Usage example: SUPER MARIO logo letters in debug level select.
* The display list can be null, in which case it won't draw anything itself.
*/
struct GraphNodeTranslation {
/*0x00*/ struct GraphNode node;
/*0x14*/ void *displayList;
/*0x18*/ Vec3s translation;
// u8 filler[2];
};
/** GraphNode that rotates itself and its children.
* Usage example: Mario torso / head rotation. Its parameters are dynamically
* set by a parent script node in that case.
* The display list can be null, in which case it won't draw anything itself.
*/
struct GraphNodeRotation {
/*0x00*/ struct GraphNode node;
/*0x14*/ void *displayList;
/*0x18*/ Vec3s rotation;
// u8 filler[2];
};
/** GraphNode part that transforms itself and its children based on animation
* data. This animation data is not stored in the node itself but in global
* variables that are set when object nodes are processed if the object has
* animation.
* Used for Mario, enemies and anything else with animation data.
* The display list can be null, in which case it won't draw anything itself.
*/
struct GraphNodeAnimatedPart {
/*0x00*/ struct GraphNode node;
/*0x14*/ void *displayList;
/*0x18*/ Vec3s translation;
};
/** A GraphNode that draws a display list rotated in a way to always face the
* camera. Note that if the entire object is a billboard (like a coin or 1-up)
* then it simply sets the billboard flag for the entire object, this node is
* used for billboard parts (like a chuckya or goomba body).
*/
struct GraphNodeBillboard {
/*0x00*/ struct GraphNode node;
/*0x14*/ void *displayList;
/*0x18*/ Vec3s translation;
};
/** A GraphNode that simply draws a display list without doing any
* transformation beforehand. It does inherit the parent's transformation.
*/
struct GraphNodeDisplayList {
/*0x00*/ struct GraphNode node;
/*0x14*/ void *displayList;
};
/** GraphNode part that scales itself and its children.
* Usage example: Mario's fist or shoe, which grows when attacking. This can't
* be done with an animated part sine animation data doesn't support scaling.
* Note that many scaling animations (like a goomba getting stomped) happen on
* the entire object. This node is only used when a single part needs to be scaled.
* There is also a level command that scales the entire level, used for THI.
* The display list can be null, in which case it won't draw anything itself.
*/
struct GraphNodeScale {
/*0x00*/ struct GraphNode node;
/*0x14*/ void *displayList;
/*0x18*/ f32 scale;
};
/** GraphNode that draws a shadow under an object.
* Almost every object starts with a shadow node.
* The shadow type determines the shape (round or rectangular), vertices (4 or 9)
* and other features.
*/
struct GraphNodeShadow {
/*0x00*/ struct GraphNode node;
/*0x14*/ s16 shadowScale; // diameter (when a circle) or side (when a square) of shadow
/*0x16*/ u8 shadowSolidity; // opacity of shadow, 255 = opaque
/*0x17*/ u8 shadowType; // see ShadowType enum in shadow.h
};
/** GraphNode that contains as its sharedChild a group node containing all
* object nodes.
*/
struct GraphNodeObjectParent {
/*0x00*/ struct GraphNode node;
/*0x14*/ struct GraphNode *sharedChild;
};
/** GraphNode that draws display lists not directly in memory but generated by
* a function.
* Used for wobbling paintings, water, environment effects.
* It might not draw anything, it could also just update something.
* For example: there is a node that stops water flow when the game is paused.
* The parameter field gives extra context info. For shifting sand or paintings,
* it can determine which texture to use.
*/
struct GraphNodeGenerated {
/*0x00*/ struct FnGraphNode fnNode;
/*0x18*/ u32 parameter; // extra context for the function
};
/** GraphNode that draws a background image or a rectangle of a color.
* Drawn in an orthographic projection, used for skyboxes.
*/
struct GraphNodeBackground {
/*0x00*/ struct FnGraphNode fnNode;
/*0x18*/ s32 unused;
/*0x1C*/ s32 background; // background ID, or rgba5551 color if fnNode.func is null
};
/** Renders the object that Mario is holding.
*/
struct GraphNodeHeldObject {
/*0x00*/ struct FnGraphNode fnNode;
/*0x18*/ s32 playerIndex;
/*0x1C*/ struct Object *objNode;
/*0x20*/ Vec3s translation;
};
/** A node that allows an object to specify a different culling radius than the
* default one of 300. For this to work, it needs to be a direct child of the
* object node. Used for very large objects, such as shock wave rings that Bowser
* creates, tornadoes, the big eel.
*/
struct GraphNodeCullingRadius {
/*0x00*/ struct GraphNode node;
/*0x14*/ s16 cullingRadius; // specifies the 'sphere radius' for purposes of frustum culling
// u8 filler[2];
};
extern struct GraphNodeMasterList *gCurGraphNodeMasterList;
extern struct GraphNodePerspective *gCurGraphNodeCamFrustum;
extern struct GraphNodeCamera *gCurGraphNodeCamera;
extern struct GraphNodeHeldObject *gCurGraphNodeHeldObject;
extern u16 gAreaUpdateCounter;
extern Mat4 gCameraTransform;
extern struct GraphNode *gCurRootGraphNode;
extern struct GraphNode *gCurGraphNodeList[];
extern s16 gCurGraphNodeIndex;
void init_scene_graph_node_links(struct GraphNode *graphNode, s32 type);
struct GraphNodeRoot *init_graph_node_root (struct AllocOnlyPool *pool, struct GraphNodeRoot *graphNode, s16 areaIndex, s16 x, s16 y, s16 width, s16 height);
struct GraphNodeOrthoProjection *init_graph_node_ortho_projection (struct AllocOnlyPool *pool, struct GraphNodeOrthoProjection *graphNode, f32 scale);
struct GraphNodePerspective *init_graph_node_perspective (struct AllocOnlyPool *pool, struct GraphNodePerspective *graphNode, f32 fov, u16 near, u16 far, GraphNodeFunc nodeFunc);
struct GraphNodeStart *init_graph_node_start (struct AllocOnlyPool *pool, struct GraphNodeStart *graphNode);
struct GraphNodeMasterList *init_graph_node_master_list (struct AllocOnlyPool *pool, struct GraphNodeMasterList *graphNode, s16 on);
struct GraphNodeLevelOfDetail *init_graph_node_render_range (struct AllocOnlyPool *pool, struct GraphNodeLevelOfDetail *graphNode, s16 minDistance, s16 maxDistance);
struct GraphNodeSwitchCase *init_graph_node_switch_case (struct AllocOnlyPool *pool, struct GraphNodeSwitchCase *graphNode, s16 numCases, s16 selectedCase, GraphNodeFunc nodeFunc, s32 unused);
struct GraphNodeCamera *init_graph_node_camera (struct AllocOnlyPool *pool, struct GraphNodeCamera *graphNode, f32 *pos, f32 *focus, GraphNodeFunc func, s32 mode);
struct GraphNodeTranslationRotation *init_graph_node_translation_rotation(struct AllocOnlyPool *pool, struct GraphNodeTranslationRotation *graphNode, s32 drawingLayer, void *displayList, Vec3s translation, Vec3s rotation);
struct GraphNodeTranslation *init_graph_node_translation (struct AllocOnlyPool *pool, struct GraphNodeTranslation *graphNode, s32 drawingLayer, void *displayList, Vec3s translation);
struct GraphNodeRotation *init_graph_node_rotation (struct AllocOnlyPool *pool, struct GraphNodeRotation *graphNode, s32 drawingLayer, void *displayList, Vec3s rotation);
struct GraphNodeScale *init_graph_node_scale (struct AllocOnlyPool *pool, struct GraphNodeScale *graphNode, s32 drawingLayer, void *displayList, f32 scale);
struct GraphNodeObject *init_graph_node_object (struct AllocOnlyPool *pool, struct GraphNodeObject *graphNode, struct GraphNode *sharedChild, Vec3f pos, Vec3s angle, Vec3f scale);
struct GraphNodeCullingRadius *init_graph_node_culling_radius (struct AllocOnlyPool *pool, struct GraphNodeCullingRadius *graphNode, s16 radius);
struct GraphNodeAnimatedPart *init_graph_node_animated_part (struct AllocOnlyPool *pool, struct GraphNodeAnimatedPart *graphNode, s32 drawingLayer, void *displayList, Vec3s translation);
struct GraphNodeBillboard *init_graph_node_billboard (struct AllocOnlyPool *pool, struct GraphNodeBillboard *graphNode, s32 drawingLayer, void *displayList, Vec3s translation);
struct GraphNodeDisplayList *init_graph_node_display_list (struct AllocOnlyPool *pool, struct GraphNodeDisplayList *graphNode, s32 drawingLayer, void *displayList);
struct GraphNodeShadow *init_graph_node_shadow (struct AllocOnlyPool *pool, struct GraphNodeShadow *graphNode, s16 shadowScale, u8 shadowSolidity, u8 shadowType);
struct GraphNodeObjectParent *init_graph_node_object_parent (struct AllocOnlyPool *pool, struct GraphNodeObjectParent *graphNode, struct GraphNode *sharedChild);
struct GraphNodeGenerated *init_graph_node_generated (struct AllocOnlyPool *pool, struct GraphNodeGenerated *graphNode, GraphNodeFunc gfxFunc, s32 parameter);
struct GraphNodeBackground *init_graph_node_background (struct AllocOnlyPool *pool, struct GraphNodeBackground *graphNode, u16 background, GraphNodeFunc backgroundFunc, s32 zero);
struct GraphNodeHeldObject *init_graph_node_held_object (struct AllocOnlyPool *pool, struct GraphNodeHeldObject *graphNode, struct Object *objNode, Vec3s translation, GraphNodeFunc nodeFunc, s32 playerIndex);
struct GraphNode *geo_add_child (struct GraphNode *parent, struct GraphNode *childNode);
struct GraphNode *geo_remove_child (struct GraphNode *graphNode);
struct GraphNode *geo_make_first_child(struct GraphNode *newFirstChild);
void geo_call_global_function_nodes_helper(struct GraphNode *graphNode, s32 callContext);
void geo_call_global_function_nodes (struct GraphNode *graphNode, s32 callContext);
void geo_reset_object_node(struct GraphNodeObject *graphNode);
void geo_obj_init(struct GraphNodeObject *graphNode, void *sharedChild, Vec3f pos, Vec3s angle);
void geo_obj_init_spawninfo(struct GraphNodeObject *graphNode, struct SpawnInfo *spawn);
void geo_obj_init_animation(struct GraphNodeObject *graphNode, struct Animation **animPtrAddr);
void geo_obj_init_animation_accel(struct GraphNodeObject *graphNode, struct Animation **animPtrAddr, u32 animAccel);
s32 retrieve_animation_index(s32 frame, u16 **attributes);
s32 geo_update_animation_frame(struct AnimInfo *obj, s32 *accelAssist);
void geo_retreive_animation_translation(struct GraphNodeObject *obj, Vec3f position);
struct GraphNodeRoot *geo_find_root(struct GraphNode *graphNode);
// graph_node_manager
s16 *read_vec3s_to_vec3f(Vec3f dst, s16 *src);
s16 *read_vec3s( Vec3s dst, s16 *src);
s16 *read_vec3s_angle( Vec3s dst, s16 *src);
void register_scene_graph_node(struct GraphNode *graphNode);
#endif // GRAPH_NODE_H